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How to Make Your Own Animated Maps in  

Baileywiki
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We're exploring a whole palette of tools and resources for you to make your own 'living' animated maps for VTT. We cover important Foundry modules, the top modules for the job, and sources of macros and presets that will make things easier for you to start.
To get the maps you saw in this tutorial and lots more, go to / baileywiki
To see the rest of this release, • 2024 February Baileywi...
Modules Used or Referenced
Baileywiki Nuts and Bolts foundryvtt.com/packages/baile...
Jack Kerouac's Animated Spell Effects foundryvtt.com/packages/anima...
JB2A Animated Effects foundryvtt.com/packages/JB2A_...
Jinker's Animated Art Pack foundryvtt.com/packages/jaamod/
Tile Scroll by Ripper foundryvtt.com/packages/tile-...
FXMaster foundryvtt.com/packages/fxmas...
Token Magic FX by SecretFire foundryvtt.com/packages/token...
Mass Edit by Aedif foundryvtt.com/packages/multi...
Levels by Ripper foundryvtt.com/packages/levels
Monk's Active Tile Triggers by Ironmonk foundryvtt.com/packages/monks...
Tagger by Wasp foundryvtt.com/packages/tagger
Token Attacher by KayelGee foundryvtt.com/packages/token...
Featured Links:
Artwork by Baileywiki
Animated Assets by the Gorgon / the_gorgon
(Audio by) Michael Ghelfi Studios michaelghelfistudios.com/
00:00 Demo of Effects
01:59 Animation Modules
04:18 Textures to Get
06:24 Animated Assets to Get
08:27 Macros to Get
10:56 Mass Edit Presets to Get
11:31 Swaying Trees (TMFX)
11:56 FXMaster Masks
12:38 Foundry Core Lighting
13:37 Lava Scene Animations
15:47 Dynamic Background Artwork
19:00 Arcane Gauntlet Animations
23:03 Editing TMFX Filters
25:26 Alternative Fog 2
28:29 Changing Scenes
30:19 Foundry Lighting Techniques
31:33 Final Thoughts and Examples

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4 июл 2024

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Комментарии : 19   
@Zandaarl
@Zandaarl 5 месяцев назад
Amazing! I learn a lot from your videos, every time. Thank you! ❤
@vladids2375
@vladids2375 5 месяцев назад
i cant believe it, i actually searched a tutorial for it and boom ! Letsgoo
@jinkerGM
@jinkerGM Месяц назад
Cool animations :P
@keeperoflenneth
@keeperoflenneth 5 месяцев назад
Something that i've done, is shoop out the water from maps, to its own layer, then hit it with your Nuts n bolts Underwater effect, and it makes the water feel like how it looks in dungeondraft. I do wonder and am commenting to ask if you know a way- can that be done for others without photoshop? like putting a second copy of a map onto a text tile. I know in v12 it wont matter because the vector text-tool objects will be layerable and right now in 11 they're always on-top. but curious if you had any insight into that. If so might make for a fun quicky video!
@chaybridges7329
@chaybridges7329 5 месяцев назад
This looks amazing in your video, though for me, with all mods that you have listed, I don't get those cool little lava fire pops. Instead, nearly everything in those areas is a round edged triangle with an "!". When I open up the properties, i get an error message saying the pathway doesn't exist. This also happened with the Arcane style of this map. I'm missing a step or something with installation. Suggestions?
@Baileywiki
@Baileywiki 5 месяцев назад
Did you install Jack Kerouac's animation module?
@jayfoxx3097
@jayfoxx3097 5 месяцев назад
Fantastic video as always. My only issue is that if I have more than like six animated tiles in a scene and half my players can't load the scene, and those that can get crazy lag. lol
@Baileywiki
@Baileywiki 5 месяцев назад
Yeah, you have to keep it within limits of your players' machines. Know what you're going to delete or disable ahead of time, in order of importance, of performance should come up.
@stefanokodmar8110
@stefanokodmar8110 5 месяцев назад
how do you make the token move that way when you turn ? it's amazing
@Baileywiki
@Baileywiki 5 месяцев назад
Auto rotate module, I think is the name ☝️
@Kudagraz
@Kudagraz 5 месяцев назад
In terms of performance, is this more or less demanding than an actual animated map/video?
@Baileywiki
@Baileywiki 5 месяцев назад
I havent officially benchmarked the two, but I expect this is significantly lower demand on performance. These animations are smaller in general, all running on the GPU whereas the large animated maps are pushing huge files with the entire screen updating with each frame. The caveat is if you're using too many effects and/or too many animated tiles. There is a limit to everything. Maybe someone monitoring the comments can offer a better technical analysis.
@Kudagraz
@Kudagraz 5 месяцев назад
@@Baileywiki thanks for the reply. Great content as always. Getting back into Foundry in prep for AV game starting September. So i got plenty of time to set up some bells and whistles for my players
@Ice-bh1fd
@Ice-bh1fd 5 месяцев назад
Do be carful with animated assets when they are attached to characters for dnd 5e. It breaks the new and updated character sheet. Found that out the hard way. Disabling them does fix the problem.
@jayfoxx3097
@jayfoxx3097 4 месяца назад
I feel like an idiot here, but when I go to the tile actions to follow the bit at 21:35, I don't have any actions related to animations, or even the Wait action. I know I've used the wait action in the past, but it's been so long that I don't remember where that's located in the list.
@Baileywiki
@Baileywiki 4 месяца назад
Yeah, this is confusing because MATT uses different wording between the Action name and the Action description. I think the action is called "Play Animation" and the Wait again is called "Delay Next Action". There is a UX control that lets a user type ahead and automatically filter a list down. It would be ideal for active tiles since the list is so huge now. I suggested it to monk quite a while ago.
@jayfoxx3097
@jayfoxx3097 4 месяца назад
@@BaileywikiI ended up figuring it out by just selecting every option on the list till I found the right one. lol The animation one is "Tile Animation" under the Actions category. And Wait is listed as "Delay actions", which makes sense. I used that on my world map to cover a cerain area of the map, so rather than have it activate on token move, I just added another delay action in there to give like 15 seconds before it would reset the animation. The one thing I can't figure out is how to have it simply loop without having a specific trigger. Right now I have it set to scene change so it plays when someone goes to the map, but it never repeats unless someone else loads into the map.
@baldr12
@baldr12 4 месяца назад
Wouldn't it be better to record the animated scene as a video and then use it as a looping video tile for when playing to reduce the performance requirements?
@Baileywiki
@Baileywiki 4 месяца назад
It's a question worth asking, but I think it would need to be tested. I've had full animated maps that grind to a halt. I don't know the technical load on a GPU/CPU with a whole video that is changing all the pixels on the screen versus occasional code running VFX combined with smaller video files.
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